SenchaCon 2016: Design Methods for Better Product Development - Andrew Hemans

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Stop developing in the dark. Use design-thinking methods to illuminate the path to better products. Whether you’re on a team that works closely with designers or you work alone, using a design-first approach can help you save time and resources in your development process. In this session, we’ll discuss basic design principles including design thinking, user experience, visual design, designer-developer communication, and design critique.

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SenchaCon 2016: Design Methods for Better Product Development - Andrew Hemans

  1. 1. Design Methods for Better Product Development Andrew Hemans
  2. 2. Overview • Design Thinking • Visual Design • Color • Layout • Design Communication • Critique • The handoff 2
  3. 3. Design. Develop. Test. • Plan • Research • Talk to users • Identify a problem • Prototype • Sketch multiple solutions • Refine • Critique • Share with your team • Show to potential users A closer look at Design.
  4. 4. Design Thinking
  5. 5. Design Thinking Concepts • Empathize – with your users • Define – your users’ needs, their problem, and your insights • Ideate – creating ideas for innovative solutions • Prototype – to start creating solutions • Test – validate solutions
  6. 6. Research, or try before you buy.
  7. 7. Research Methods • Define a need or problem • How have others attempted to solve this problem • Define a target persona • Conduct interviews • Observe user behavior
  8. 8. Sketch, Critique, Repeat.
  9. 9. Quantity Over Quality. • Talk is cheap, so is sketching • Development can get expensive • Pen and Paper • Balsamiq • Sketch/Photoshop • Sencha Stencils A Drawing is Worth 1000 words
  10. 10. Visual Design
  11. 11. Four Principals of Design • Contrast • Repetition • Alignment • Proximity
  12. 12. Color Associations • Red • Green • Blue • Pink
  13. 13. Layout • Develop a grid system! • Plan ahead • Be thoughtful of where you place elements • Be empathetic to your user
  14. 14. The Hand-off
  15. 15. Style Guides • All good maps have a key! • Include colors, fonts, sizing, etc. • You can be more specific if needed.
  16. 16. It’s Dangerous to go Alone! • Include team members from the beginning of your project. • Check in early and check in often for critique. • Keep an open mind. • Everyone cares.

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